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Renamed m_TileSettings to m_LightLoopSettings to conform to new class name.

/main
Julien Ignace 7 年前
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b1eae675
共有 1 个文件被更改,包括 21 次插入21 次删除
  1. 42
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs

42
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs


public bool GetFeatureVariantsEnabled()
{
return m_isFptlEnabled && m_TileSettings.enableComputeLightEvaluation && (m_TileSettings.enableComputeLightVariants || m_TileSettings.enableComputeMaterialVariants);
return m_isFptlEnabled && m_LightLoopSettings.enableComputeLightEvaluation && (m_LightLoopSettings.enableComputeLightVariants || m_LightLoopSettings.enableComputeMaterialVariants);
LightLoopSettings m_TileSettings = null;
LightLoopSettings m_LightLoopSettings = null;
RenderPipelineResources m_Resources = null;
public LightLoop()

m_isFptlEnabledForForwardOpaque = tileSettings.enableFptlForForwardOpaque; // TODO: Disable if MSAA
m_Resources = renderPipelineResources;
m_TileSettings = tileSettings;
m_LightLoopSettings = tileSettings;
m_lightList = new LightList();
m_lightList.Allocate();

if (GetFeatureVariantsEnabled())
{
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_TileSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile_FeatureFlags" : "TileLightListGen_FeatureFlags");
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_LightLoopSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile_FeatureFlags" : "TileLightListGen_FeatureFlags");
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_TileSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile" : "TileLightListGen");
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_LightLoopSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile" : "TileLightListGen");
}
s_AABBBoundsBuffer = new ComputeBuffer(2 * k_MaxLightsOnScreen, 3 * sizeof(float));
s_ConvexBoundsBuffer = new ComputeBuffer(k_MaxLightsOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));

// Cluster
{
var kernelName = m_TileSettings.enableBigTilePrepass ? (k_UseDepthBuffer ? "TileLightListGen_DepthRT_SrcBigTile" : "TileLightListGen_NoDepthRT_SrcBigTile") : (k_UseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT");
var kernelName = m_LightLoopSettings.enableBigTilePrepass ? (k_UseDepthBuffer ? "TileLightListGen_DepthRT_SrcBigTile" : "TileLightListGen_NoDepthRT_SrcBigTile") : (k_UseDepthBuffer ? "TileLightListGen_DepthRT" : "TileLightListGen_NoDepthRT");
if (m_TileSettings.enableBigTilePrepass)
if (m_LightLoopSettings.enableBigTilePrepass)
{
s_GenListPerBigTileKernel = buildPerBigTileLightListShader.FindKernel("BigTileLightListGen");
}

public bool NeedResize()
{
return s_LightList == null || s_TileList == null || s_TileFeatureFlags == null ||
(s_BigTileLightList == null && m_TileSettings.enableBigTilePrepass) ||
(s_BigTileLightList == null && m_LightLoopSettings.enableBigTilePrepass) ||
(s_PerVoxelLightLists == null);
}

}
}
if (m_TileSettings.enableBigTilePrepass)
if (m_LightLoopSettings.enableBigTilePrepass)
{
var nrBigTilesX = (width + 63) / 64;
var nrBigTilesY = (height + 63) / 64;

cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_vLayeredLightList, s_PerVoxelLightLists);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_LayeredOffset, s_PerVoxelOffset);
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, s_GlobalLightListAtomic);
if (m_TileSettings.enableBigTilePrepass)
if (m_LightLoopSettings.enableBigTilePrepass)
cmd.SetComputeBufferParam(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
if (k_UseDepthBuffer)

}
// enable coarse 2D pass on 64x64 tiles (used for both fptl and clustered).
if (m_TileSettings.enableBigTilePrepass)
if (m_LightLoopSettings.enableBigTilePrepass)
{
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
cmd.SetComputeIntParams(buildPerBigTileLightListShader, HDShaderIDs.g_viDimensions, w, h);

cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_depth_tex, cameraDepthBufferRT);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vLightList, s_LightList);
if (m_TileSettings.enableBigTilePrepass)
if (m_LightLoopSettings.enableBigTilePrepass)
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
if (enableFeatureVariants)

{
baseFeatureFlags |= (uint)LightFeatureFlags.Sky;
}
if (!m_TileSettings.enableComputeMaterialVariants)
if (!m_LightLoopSettings.enableComputeMaterialVariants)
{
baseFeatureFlags |= LightDefinitions.s_MaterialFeatureMaskFlags;
}

if (enableFeatureVariants)
{
// material classification
if (m_TileSettings.enableComputeMaterialVariants)
if (m_LightLoopSettings.enableComputeMaterialVariants)
if (!m_TileSettings.enableComputeLightVariants)
if (!m_LightLoopSettings.enableComputeLightVariants)
{
buildMaterialFlagsKernel = s_BuildMaterialFlagsWriteKernel;
baseFeatureFlags |= LightDefinitions.s_LightFeatureMaskFlags;

cmd.SetGlobalInt(HDShaderIDs._NumTileClusteredX, GetNumTileClusteredX(camera));
cmd.SetGlobalInt(HDShaderIDs._NumTileClusteredY, GetNumTileClusteredY(camera));
if (m_TileSettings.enableBigTilePrepass)
if (m_LightLoopSettings.enableBigTilePrepass)
cmd.SetGlobalBuffer(HDShaderIDs.g_vBigTileLightList, s_BigTileLightList);
// Cluster

{
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, s_LightList);
if (m_TileSettings.enableTileAndCluster && m_TileSettings.enableComputeLightEvaluation && options.outputSplitLighting)
if (m_LightLoopSettings.enableTileAndCluster && m_LightLoopSettings.enableComputeLightEvaluation && options.outputSplitLighting)
{
// The CS is always in the MRT mode. Do not execute the same shader twice.
return;

Texture skyTexture = Shader.GetGlobalTexture(HDShaderIDs._SkyTexture);
float skyTextureMipCount = Shader.GetGlobalFloat(HDShaderIDs._SkyTextureMipCount);
string sLabel = m_TileSettings.enableTileAndCluster ?
string sLabel = m_LightLoopSettings.enableTileAndCluster ?
(options.outputSplitLighting ? tilePassMRTName : tilePassName) :
(options.outputSplitLighting ? SinglePassMRTName : singlePassName);

// Compute path
if (m_TileSettings.enableTileAndCluster && m_TileSettings.enableComputeLightEvaluation)
if (m_LightLoopSettings.enableTileAndCluster && m_LightLoopSettings.enableComputeLightEvaluation)
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;

else // Pixel shader evaluation
{
int index = GetDeferredLightingMaterialIndex( options.outputSplitLighting ? 1 : 0,
m_TileSettings.enableTileAndCluster ? 1 : 0,
m_LightLoopSettings.enableTileAndCluster ? 1 : 0,
m_enableBakeShadowMask ? 1 : 0,
debugDisplaySettings.IsDebugDisplayEnabled() ? 1 : 0);

// Note: SHADOWS_SHADOWMASK keyword is enabled in HDRenderPipeline.cs ConfigureForShadowMask
// Note: if we use render opaque with deferred tiling we need to render a opaque depth pass for these opaque objects
if (!m_TileSettings.enableTileAndCluster)
if (!m_LightLoopSettings.enableTileAndCluster)
{
using (new ProfilingSample(cmd, "Forward pass", HDRenderPipeline.GetSampler(CustomSamplerId.TPForwardPass)))
{

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